几何变换

1|0安装glm

GLM(类似numpy),是一个只有头文件的库,下载下来源码把里面的glm文件夹复制到VS的include目录下就可以了
然后类似这么调用:

#include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/type_ptr.hpp>

2|0初始化变换矩阵

glm::mat4 trans = glm::mat4(1.0f)

旋转的话:
trans = glm::rotate(trans, glm::radians(90.0f), glm::vec3(0.0, 0.0, 1.0));
其中,第一个参数是矩阵,下面继续写的话继续直接连乘,第二个参数是要用到弧度,然后radians把角度转弧度,第三个参数是绕哪个轴旋转,这是绕z轴
scale的话:
trans = glm::scale(trans, glm::vec3(0.5, 0.5, 0.5));
第一个参数与上面的旋转连乘了,第二个是因为0.5也要用glm的vec才认

3|0vertexshader

uniform一个transform矩阵
gl_Position的vec4坐标前乘变换矩阵transform
纹理坐标不用变,变换了之后纹理坐标还能对应上

4|0uniform修改

获取uniform在shader里的位置,然后

unsigned int transformLoc = glGetUniformLocation(myshader.ID, "transform");

在渲染循环里,画图之前:

glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans));

变换的时候uniform的修改一定要写在渲染循环里

5|0在渲染循环里变换

把初始化和translate、scale、rotate等都写在渲染循环里,不每次都初始化的话矩阵会一直随时间变
trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.0, 1.0));

#include<glad/glad.h> #include<GLFW/glfw3.h> #include<iostream> #include<Shader.cpp> #define STB_IMAGE_IMPLEMENTATION #include<stb_image.h> #include<glm/glm.hpp> #include<glm/gtc/matrix_transform.hpp> #include<glm/gtc/type_ptr.hpp> void framebuffer_size_callback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); } void processInput(GLFWwindow* window) { if (glfwGetKey(window, GLFW_KEY_KP_ENTER) == GLFW_PRESS or glfwGetKey(window, GLFW_KEY_ENTER) == GLFW_PRESS or glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) glfwSetWindowShouldClose(window, true); } int main() { glfwInit(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //创建窗口对象 GLFWwindow* window = glfwCreateWindow(800, 600, "LJHyyds", NULL, NULL); if (window == NULL) { std::cout << "Failed to create" << std::endl; glfwTerminate(); return -1; } glfwMakeContextCurrent(window); //初始化GLAD管理指针,加载系统OpenGL函数指针 if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to init GLAD" << std::endl; return -1; } glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); Shader myshader("shader.vs", "shader.fs"); float vertices[] = { 0.5f, 0.5f, 0.0f, 1.0f, 1.0f,//右上 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,//右下 -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,//左上 -0.5f, -0.5f, 0.0f, 0.0f, 0.0f,//左下 }; int indices[] = { 0, 1, 2, 1, 2, 3 }; unsigned int VBO, VAO, EBO, texture; glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); glGenTextures(1, &texture); glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); glBindTexture(GL_TEXTURE_2D, texture); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); //第一个是类型,第二个是大小,第三个是数据 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); int width, height, nrChannels; unsigned char *data = stbi_load("container.jpg", &width, &height, &nrChannels, 0); if (data) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else { std::cout << "Failed to load texture" << std::endl; } stbi_image_free(data); unsigned int transformLoc = glGetUniformLocation(myshader.ID, "transform"); myshader.use(); while (!glfwWindowShouldClose(window)) { processInput(window); glClearColor(0.0f, 0.5f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glm::mat4 trans = glm::mat4(1.0f); trans = glm::translate(trans, glm::vec3(0.5, 0.0, 0.0)); trans = glm::rotate(trans, (float)glfwGetTime(), glm::vec3(0.0, 0.0, 1.0)); glUniformMatrix4fv(transformLoc, 1, GL_FALSE, glm::value_ptr(trans)); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &VBO); //关闭窗口 glfwTerminate(); return 0; }

shader.vs

#version 330 core layout (location=0) in vec3 aPos; layout (location=1) in vec2 aTexCoord; out vec2 TexCoord; uniform mat4 transform; void main() { gl_Position = transform * vec4(aPos, 1.0); TexCoord = aTexCoord; } ``


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本文作者Liujiahang
本文链接https://www.cnblogs.com/IamIron-Man/p/16614063.html
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